Magic: The Gathering Drive to Work Podcast - #1122: Top 20 Evergreen Mechanics, Part 2
Episode Date: March 22, 2024During my MagicCon: Chicago talk where I listed my top 20 mechanics of all time, I also showed a slide for my top 20 evergreen mechanics and said that one day, I'd do a podcast on it. Today i...s that day. This is part two of two.
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I'm pulling away from the curb. We all know what that means.
Other than I dropped my son off at college.
It's my drive to work.
So, today is part two of top 20 evergreen mechanics.
When we left off, I'd gotten to number 10, which was Trample.
But now we're up to number 9, Lifelink.
Okay, so the history of Lifelink goes back to the set Legends, which was the third ever
magic expansion. In it, there's a card called Spirit Link.
It was an aura, and then if you put it on a creature,
whatever damage that creature did, you would gain life.
Now I should stress, you could also put it on your opponent's creature, and then you gained life
for your opponent's creature doing damage, which sort of was an answer to your opponent's creature.
If you put Spirit Link on it, then you sort of, you know,
you gained all the life they dealt, so you sort of equaled out the life.
We liked that ability.
We called it the Spirit Link ability for a while.
And we started putting it on creatures.
I think, actually, now that I think about it,
before Spirit Link existed,
there was a card in Arabian Nights,
a black card that I think basically had pseudo-Life Link.
Anyway, we generally liked the ability.
We called it Spirit Link, tying it to the Legends card,
even though now that I realize it,
I think Arabian Nights actually did it first.
But anyway, so what happened was this was one of the abilities that during Future Sight,
to remind you, I talked about it a little bit last time.
When Future Sight happened, we were making a bunch of future shifted cards.
I kind of wanted to take more abilities and both keyword them and push them in more colors
just to broaden out sort out our evergreen suite.
So in FutureSight, we managed to keyword
lifelink, deathtouch, reach, and shroud.
We tried a few other mechanics,
but those are the four we ended up doing.
Shroud would later turn into hexproof.
But anyway, lifelink,
we ended up putting it in white and black, interestingly, the first two
colors that actually did it. White because white is king of life gain, and then
black because it kind of feels like you're draining somebody. It felt similar
to sort of like a life drain effect that black does.
We were talking about calling it Spirit Link, but the problem was we liked
putting it on things like vampires in black,
and Spirit Link just didn't sound right.
So we decided to do Life Link just to make it a little more direct.
This is a good example.
Sometimes when we name things, sometimes we use direct words,
and then sometimes we sort of make compound words out of it.
Life Link's a good example where Life Link isn't specifically an actual word,
but Life's a word and link's a word.
You put them together.
It does a good job of sort of getting an essence of what you're doing.
The reason we like lifelink, the reason it's a valuable tool, why I said number nine, is usually creature keywords do one of two things normally.
normally, either they help with evasion, they help get your creature in on attack and help them get through attack, or they help protect the creature. They help keep the creature from dying. Those are
the two most common uses. There are some, like First Strike, maybe that, well, it's a little
bit evasive because you don't want to block First Strikers if you can't kill them. It just helps
them fight better. Lifelink is interesting, and Lifelink does something a little bit different. So one of the big things when you're talking about creature
combat is a concept known as the clock. The idea of the clock is, let's say I have damaged my
opponent camp block. I have a flyer. I have a 3-3 flyer. My opponent's at 12 life. Well, he's got a
clock of four turns, which means unless he interacts with my 3-3 flyer,
getting a blocker, destroying it, doing something,
if I hit him every turn for three and four turns, he'll be dead.
That's the clock.
And so one of the things that you get in more advanced play is
understanding your clock is very important.
Knowing sort of like, there's a lot of what we call racing,
where I'm trying to beat you before you're trying to beat me.
And a lot of that is making sure that your clock is different than your opponent's clock.
Your clock is slower than your opponent's clock,
or faster, depending on how you want to think of it.
The idea that you're going to beat them before they're going to beat you.
And life gain really does a good job of messing with the clock.
That a life-linked creature really changes a lot of calculations.
And so...
And the other thing that's nice is you can grant
lifelink as an ability,
which means that it's sort of a temporary life gain
but tied to combat.
It also is an attack trigger, so it occurs...
I mean... Sorry, it's not an attack trigger.
It's combat damage. But
there's a lot of reasons to want to
attack with lifelink. Sometimes you combat damage. But there's a lot of reasons to want to attack with Life Linkers.
Sometimes you sit back. Life Linkers can...
If you're not careful, Life Linkers can get into a defensive state.
So you have to make sure...
We don't make a lot of, like, one, you know, two, five Life Linkers.
You've got to be careful with things that are a little bit too aggressive on the defensive side.
But it is just a useful ability,
and it combines in ways that are just
have a nice dynamic to them. Okay, number eight. I talked about
protecting your creature is Ward. So Hexproof, which I
talked about last time, it's a little bit hard to interact with. It really
just shuts off all your spells. We were looking for something that had a similar
feel. It protected your creatures, But it was something that you could
interact with a little bit more. Ward was kind of
non-interactive.
And so the idea,
we tried a bunch of things looking for
replacements for Ward. Not for Ward.
Looking for replacements for Hexproof.
And we tried this thing that ended up being
what we called Ward
eventually, was this idea of, well,
I'm harder to target.
If you want to target me, it costs more.
Not that you can't do it, not that there aren't answers,
but the answers, you know,
maybe it takes you a few more turns before you can do it,
or if you do it, maybe you can't do something else that turn.
And once we realized we wanted to sort of make a keyword out of Ward,
we then decided to broaden out a little bit.
Usually when we'd written down a card, it had been done with mana.
But once we realized it existed, we started looking for other costs.
The cleanest one was mana, but not every color really made sense doing a lot of mana ward.
So for black and red, we came up with the idea of a life ward, which is kind of cool.
Life's a resource you have.
If you want to target me, it's going to cost you life.
That felt good.
We've done a lot of experimenting since then, trying to find other ways, you know, what are other ward effects.
We've had some fun experimenting.
Clearly, your opponent paying a cost, that's easy.
There's some stuff where the ward is like,
there's an action that has to be taken.
We've definitely had some fun experimenting,
and we'll continue to experiment.
It's definitely an area that is neat.
Something we get asked a lot for that's a little trickier
is the idea like,
my ward is you giving me life.
That's a little bit harder.
Because that's not,
you giving me life is not a cost.
Anyway, so it gets trickier.
But Ward is very effective,
and one of the better protective things.
If anything, one of the complaints we're getting right now
is we're being a little too aggressive,
meaning we're using Ward too much.
So I think we like Ward
because one of the things we want to do
is you want to make sure you have creatures
that have some presence on the board.
And making them a little bit harder to kill in construction especially helps with that.
Okay, number seven, Death Touch.
So this, along with Lifelink and Reach and Shroud, was one of the things introduced in Future Sight.
So Death Touch started, there was a card in Alpha called Thicket Basilisk and a second one called Cockatrice.
And here's my
little personal story about it. When I
first got into Magic, I bought cards at a convention,
I bought some Alpha, not tons though.
So when Beta came out, I bought two boxes
of Boosters and two boxes of Starters, just
because I wanted
to be able to access Magic. I knew if I wanted to play with
friends that I would need to provide the product
because it was hard to find Magic. But anyway, one of my
treats is I allowed myself to open one booster pack a day.
And one day I opened my booster pack and I saw Thicket Basilisk for the first time.
And I was blown away. There's this moment when you first play magic where you see this card
where you can't believe Wizards made that card. Thicket Basilisk was for me. It kills
anything? Anything?
So Think of Baskets, by the way, said,
I believe, if you are blocked by a non-wall,
destroy that card.
It was based on blocking.
And eventually, one of the reasons we keyworded this,
Death Touch, was we liked the ability.
We called it the Baskets ability before it got a name.
But we tended to sort of change it up.
Some of them were like, if I'm unblocked, if I'm blocked.
Some of them were, if I do damage.
Eventually we tied to the combat
damage, who we just liked the flavor better.
Like, oh, I attack you. Ah, but
if you shrink my creature or somehow
prevent the damage, oh,
it has to do damage to you
to kill you. Its touch
is deadly, but it has to touch you.
And then Death Touch,
we thought that name did a good job
of sort of communicating the idea
that I'm so deadly that I immediately have to touch you
and I kill you.
Death Touch has proved to be a pretty valuable tool,
especially in green.
It shows up in green and black.
On small creatures,
it's a nice answer to larger creatures,
especially in Limit. We like making the 1-1 Death Touch creature. It's something that can protect you
and also it has some invasion in that
people don't really want to block the Death Touch creatures they can help, especially if
the things they're losing are worse than what you're trading. But
usually Death Touch creatures being smaller, you can answer them.
We do put Death Touch a little bit on bigger creatures some of the time,
more on black than green.
In black, we like the idea that the thing's really dangerous
and that if you have to double block it because it's big enough
that you have to double block to kill it,
then with Death Touch it kills everything that blocks it.
Assuming it does enough damage to each of the creatures.
It has to do one damage to each creature.
Anyway, it is just very useful.
It's something that, it's sort of creature answers, but in
combat. It allows smaller things to answer bigger things.
So anyway, it just does a lot of good work. Okay, number six
is Vigilance. So Vigilance showed up in Alpha on the card
Serra Angel. For a long time we called it the Serra ability.
And we put it a lot on, mostly it showed up in white
originally. Then in
Champions of Kamigawa, we introduced it as a
keyword. The one that
challenges with Vigilance was when you name
abilities, there are sort of three levels
of abilities you can name. Number one is it's just an intuitive name.
You read that name and you know what it does. Flying is the perfect example
of that. I don't have to do a lot of explaining what flying does
because the word flying conveys what it is.
Number two is something like death touch, where it kind of can piece it together, where
it's not like it's not a word that, you know, we made up a word, it's a compound word we
made up, but it does a lot to help you.
It does a lot to imply things.
The third level is, look, the word in the vacuum is never getting you there.
And one of the problems we had is there's no word we could come up with
that sounded like, oh, not tap to attack. Because not tap to attack is such a
there's not like a real world thing. It's like a game action.
So anyway, this third category is, well, it makes
once you know what it is, it makes
enough sense that you can sort of use the word to help remind you what it does.
Um, the fourth category, the category we don't use is the word just doesn't tell you anything.
And even when you know what it does, it doesn't help you.
Uh, we try to avoid those.
Um, but vigilance is definitely more of a vocabulary word in that you're not going to
know what vigilance is definitely more of a vocabulary word in that you're not going to know what vigilance does.
I once did a podcast where I asked my daughter evergreen keyboard names for her to guess what they did.
Just to sort of demonstrate this phenomenon.
But anyway, it was a fun, if you haven't heard it, a fun podcast.
Okay.
Vigilance, by the way, is useful in that it allows you to be offensive and defensive.
We normally tend to put it on things that have a little bit of a
higher toughness.
Sometimes we put it on low power creatures, like a 2-5
kind of individual, but sometimes, especially in green,
we put it on just bigger creatures
to allow you to be aggressive but still have a defensive
game.
Okay, number five.
Flash.
So Flash first showed up, I think, in Alliances, I think.
The idea of a creature that you can cast whenever.
Normally, when Witcher is made into Alpha, there's sorceries and instants.
Instants are nice because it's something you can do outside of the main phase.
You can do it in combat. You can do it on your opponent's turn.
And the idea of creatures that sort of function main phase. You can do it in combat. You can do it on your opponent's turn. And the idea of creatures that sort of function that way,
I think the earliest ones might have made a token.
Like, we had instants that made tokens,
and then we started realizing that we have creatures
that you can cast like it was an instant.
The reason we did it at first blush was for surprise, right?
Oh, I can attack. It's on the map.
I can attack. Aha! You didn't expect
I had a creature that you didn't know I had.
So it allows some sort of surprise,
playing the hidden information, which we like.
We then learn
...
...
There's some times
where Instance lets us do things we don't normally do.
Probably the classic example would be enter the battlefield effects.
Let's say I wanted to enter the battlefield effects that it basically is an instant.
Countertarget spell.
Well, that's on a normal creature.
It just doesn't make any sense.
I can't put when this enters countertarget spell as a sorcery as a normal creature spell
because it would never work.
But with Flash on it, it allows us to make that. So Flash
is primary in
white and then secondary
in green, blue, and
black.
Well, I'm sorry. It's primary in blue and green and secondary
in black and white.
We really, and even red
has access to it. If red has an effect
it really needs. It doesn't do it
a lot, but if there's an edge of the battlefield effect in red that we really want to be an instant we can put Flash to it. If red has an effect it really needs. It doesn't do it a lot, but if there's an edge of the battlefield
effect in red that we really want to be an instant,
we can put flash on it.
It's just a bit...
We had it since
pretty early on in Magic. We
keyworded it in Time Spiral Block.
There was a time theme,
and we had talked about keywording
it. It just seemed like the perfect opportunity to keyword it.
And so for the first time ever, for those long-time listeners know that if I could go back and redo the game,
I would make instant a super type and not a card type.
And instead of having flash, I would have instant would be instant sorcery.
Flash creatures would be instant creature.
We're sort of past the window to do that, but it's what I would do.
Flash is definitely a useful tool.
It allows us to make things,
not just creatures.
We can put Flash on any permanent.
The only permanent we don't put Flash on is lands.
Only because it's counterintuitive.
The rules say when you can play a land
and you can't play a land on your opponent's turn,
so putting Flash on a land implies things that aren't true.
And there's really no reason to play lands at instant speed.
So all non-land permanents have the ability to have Flash on them.
And a lot of times the nice thing about it is
when there's something about it that kind of acts like a spell in some ways,
where there's a moment of suspense or surprise,
the important thing to having Flash on it is it has to matter when,
if you play it at instant speed, essentially, not that that's the thing,
but if you play it as you play it instant,
we want some sort of gameplay where you don't know it's coming,
and that matters that you do that.
But it's a very valuable tool. We use it quite a bit.
Flash is definitely an important tool in our arsenal. Okay, number four is Scry
and Surveil. I put them together.
Scry first showed up in Fifth Dawn, designed by Aaron Forsythe.
I think he was trying to make something that was a little bit more of a mechanic for the more serious player.
It's not that any player can't play Scry.
It's just the utility of Scry is something that takes a while to understand how good it is.
One of the biggest issues in Magic for competitive
play is you have a randomized deck.
There's a lot of variance in the game. But one
of the things that is nice is
Scry helps reduce variance in a way that
is subtle but effective.
And so
Scry first showed up
in 5th Dawn.
Then Eric
Lauer brought it to a
core set.
And then Eric Lauer kept putting in sets.
He put in Theros and other sets.
And eventually we realized it was just
such a valuable tool, we made it evergreen.
It really, the nice thing about
Scry is
A, it fixes your mana, which is a good thing.
Helps make games get smoother.
It helps in sets where you have any sort of synergy,
you know, high synergy or combinatorics
that you're trying to make happen.
The flavor's really good. Scry means to look
into the future. Those who don't know what Scry means.
So it just did a lot
of, like, it just, it played well.
It just, and not only did it play
well, it just made the games play better.
And it's a small
effect, so something you can do incrementally.
We like to have effects that you can do whenever such and such happens.
We like triggered effects.
And there's some triggered effects that you just can't do big things on,
and so it's nice to have a few small effects.
And Scry 1 is nice.
It's very bite-sized in that way.
I will note, by the way, that Scry 1 is pretty easy.
As you add numbers to Scry, it gets complicated pretty fast.
So we don't do a lot of Scry 2.
And we do things above Scry 2 even more infrequently.
Blue is primary in Scry.
White, secondary.
Black, green, and red all get Scry.
All colors get Scry.
Red gets the least of the larger Scry numbers, I think.
You mostly do Scry 1. Green and black can get Scry 2. Although we don't do the least of the larger scry numbers, I think. You mostly get scry one.
Green and black can get scry two,
although we don't do a lot of scry two in green and black.
And then blue really is the only one we tend
to do, like, scry three.
We've been trying to do a little bit more higher number scrys
in white, but we'll see how that goes.
Then Surveil
got made, I think, in
Guilds of Ravnica.
There's no greater fan of Scry than Eric Lauer,
so he made a Scry variant called Surveil.
Surveil is exactly Scry,
except cards go to the graveyard
rather than to the bottom of the library.
The way Scry works, I didn't describe.
Scry means, for those who somehow don't know this,
it's never a good mechanic,
you look at the top end cards of your library,
whatever the number is,
and you can put those cards on top of your library
or bottom of your library in whatever order you wish.
So if the Scry is larger than one, Scry 2 or whatever,
one card can go back to the top, one can go to the bottom.
Surveil is the same, except instead of going to the bottom of your library, it goes to the graveyard.
It's just much more synergistic with sets that have a graveyard theme.
We've since made both evergreen.
The rule of thumb is
all sets, or most sets,
have either scry or surveil.
We try not to put both in the same set
just because they're similar
but slightly different.
I will say, as one of the word people,
it does bug me to no end
that we didn't take one word.
I would much rather scry the library, scry the graveyard,
something in which you have one word connective tissue
so you don't have to learn two different vocabulary words
for basically the same thing.
But other than that, super useful.
It's incremental.
You can put it on spells.
You can put it on effects.
It is what we call a keyword mechanic,
so it goes in lots of different places. It could be trigger ability or whatever. You can do all sorts of
things with it. It is super, super valuable. Okay.
Number three is Menace. So Menace shows up for the first
time in a card called Goblin
Wardrums in Fallen Empires.
It was just an aura.
I have a quick question.
Why did we make Menace?
I looked a lot of these up.
I did not look Menace up.
Menace was after Future Sight.
Basically, what happened was,
early in Magic, we had Land Walk,
and then we had Fear,
and then Fear became Intimidate.
The problem with all those mechanics were there wasn't a lot of gameplay for your opponent. If I play forest walk and you go forest, what can you do? You can't stop me.
If I have a creature with fear and you don't have a black creature or an artifact creature,
you can't stop me. That there wasn't a lot of answers to them and that what we wanted is
we like that the evasion has answers. We like that there's something my opponent can do about it.
We like that the evasion has answers.
We like that there's something my opponent can do about it.
And menace is really nice in that it's a cost.
It's a real cost.
And sometimes I can look at the board.
You have one creature.
I have menace.
I know you can't block me.
Or maybe you have two creatures, but my menace creature is bigger than your two. It allows for an interesting dynamic where it changes up how combat works,
but in a way that matters, that your opponent can interact with.
And menace has proven to be like a really effective, cool keyword.
It's primary in black, secondary in red.
We've used it a little bit, I think, in green, I think.
But anyway, it is, we like evasive mechanics, and this is...
I mean, we'll get to number one.
Number one is also evasive mechanics.
But number three, Menace, is a really interesting dynamic.
Like, one of the most dynamic of the evasive abilities.
And I really like the interplay of it.
The flavor's really good.
I'm so scary that one creature is afraid to block me alone.
You know, that's pretty cool. So, it's got a lot
going for it, and it is just
it is super, super useful.
Okay, which brings us to the
number two. Haste.
So, haste means
you can attack the turn you cast it. It doesn't have
summoning sickness. I put in quotes
because that's not an official game term,
but we use it all the time.
So Haste first shows up in Alpha
on a card called Nether Shadow,
which is a creature, a black creature, that could pop out
of the graveyard, and then you can attack it right away.
Yeah, early
on, Haste's
likability showed up in black on things that
popped out of the graveyard.
We eventually started doing it in red,
and then in 6th edition, I believe Haste is the first popped out of the graveyard. We eventually started doing it in red.
And then in 6th edition,
I believe haste is the first evergreen keyword that wasn't in alpha that we keyworded.
Like, one of the things that happened early on
is there were a lot of abilities that existed.
Some in alpha, some showed up in other places.
But like, oh, this is a pretty useful thing. And then we started using it a lot. And there was just, for a while, there's a list
of mechanics that we use mostly every set, but we didn't name them. And we really, part of the,
one of the pushes, I was part of this push is saying, you know what, we really just, it's easy.
It's, you don't want too much vocabulary, but you want a little bit of vocabulary.
And just when you name something,
it allows people to talk about it.
It saves you a little bit of word space,
although there's reminder text.
But on higher rarities,
where you don't have space for reminder text,
you can drop it.
It just allows us to do things.
And even with reminder text,
most people learn that,
like the evergreen keywords are nice because once you learn them,
you understand what they are.
There's a high barrier
to becoming an evergreen mechanic.
You really have to be something that, just such utility, we want to use you almost every set.
And haste is a great example of that.
It really, it changes what we call, I mean, I talked about the clock earlier.
It changes the clock.
You know, if you don't anticipate having a haste creature, I'm doing damage at a time that you didn't expect that.
Also, sometimes if I attack
and I go, well, you can't attack me next turn
or I'm not worried next turn, haste creatures can be
a surprise.
I know for constructed play
that haste is a really valuable tool.
You want your creatures to have impact. One of the things about
constructed is, in order for a creature to be worth
it, it not doing anything
for the first turn it's in play,
that's a big barrier. So haste is nice
so that it immediately does damage and presents
something right away. Haste
is primary red, secondary
green, and black.
We've done it a little bit in blue
on things that are mostly tap abilities.
We messed with that in Future Sight. We haven't done too much
of that, but...
And, oh!
So the other fun thing was it didn't have a name for a while we in
r&d called it celerity which is a fancy word for fast that comes i think from vampire the eternal
struggle um eventually when we named it in sixth edition we were looking for synonyms for speed
uh speed has some speed or speed he had some issues because sometimes you talk about the speed of the game
and stuff and so we end up calling it haste
which is a synonym
haste is super valuable
it is
we use it a lot
in fact it's one of those mechanics
after flying
we use haste quite a bit
haste and flash are both super useful
and go to a lot of different places
and like I said it just quite a bit. Haste and Flash are both super useful and go to a lot of different places.
And like I said, it just,
it is a nice, easy,
impactful thing. You know why you get excited when you see it for the first time, and it just,
it leaves a nice interplay in the games.
Okay, which leads us to our
number one category, or number one
in the category of top 20,
which is flying.
If I had done top 20 mechanics of all time
and I didn't exclude Evergreen,
there's a good chance flying would have been
number one.
Flying is just so, I mean,
there are not a lot of mechanics that
have been in every set we've ever made.
I don't think Trample's been in every set, but
I think for a while we were leaving
Trample out of core sets because we thought it was a little confusing.
First Strike might have shown up.
First Strike's the other one that might have shown up in every set.
But there's not a lot of mechanics.
Flying is one of those.
Although there was a set, Fallen Empires,
the East Coast playtesters who made Fallen Empires,
Scaffolized, Jim Lim, Dave Petty, Chris Page,
they were not big fans of flying.
So I believe there's one activated flyer
and one enchantment that grants flying
but kills the creature that it gives it to
in Fallen Empires.
And that's it for flying.
Ice Age also was kind of famously
did not have a lot of flyers.
There's also lone creatures in general.
But there's not a lot of evasion in Ice Age.
And so if you ever played Ice Age Sealed,
which was not recommended, a lot of evasion in Ice Age. And so if you ever played Ice Age Sealed, which was not recommended,
a lot of winning was knowing
how valuable your evasive creatures were.
Anyway, flying is a tricky mechanic
in that you kind of have to commit to flying.
You can't just do flying a little bit.
If you're going to do flying,
you really got to do flying.
And the reason flying is so valuable is
one of the things is you want people
to play creatures. Creatures are really fun.
But at some point, you can get to a board stall
where it's just not advantageous
for either side to attack. And you need to
make sure the game ends. I talked about
inertia in my Top 20 podcast.
It's important that the
game designer makes decisions
such that the game will end.
That's why evasion is so important as an evergreen keyword.
That's why a lot of the keywords that are evergreen
are about helping you make damage happen,
helping you make the game end.
And flying is really, really good at that.
The neat thing about flying is
it sort of takes all the complicated board
and narrows it down to a smaller thing to evaluate.
Sometimes only one person has a flyer.
Sometimes multiple people have a flyer.
But usually, less often you get stalemates in the air.
It happens, but it happens a little less often.
And it also sort of gives you some pinpoint for your removal.
It's like, oh, they have a big flyer.
If I remove their big flyer, then my medium-sized flyer can get through.
And once again, the clock's in my favor.
or if I remove their brick flyer, then my medium-sized flyer can get through.
And once again, the clock's in my favor.
Flying is interesting, and that's the only mechanic that was so foundational in how we have to build around it that we made a whole other mechanic, reach,
I talked about last time.
Like, reach's only existence is to deal with flying.
That's what potent flying is.
Then there's a whole other mechanic that's just like,
I just deal with flying because flying is important
but anyway
flying
oh the other thing
about flying
I mentioned this a little bit
but just to reinforce this
is flying is the most
intuitive mechanic we have
the amazing thing
about flying
is when I'm teaching
a beginner
and I say flying
it's almost as if
I explain the rules
to flying
and the person is just like well of course that's what flying is you know flying is as if I explain the rules to flying and the person is just like, well, of course, that's what flying is.
If I said to somebody, what do you think flying does? And I've done this experiment.
People just guess. It is just so. You're like, I have a creature that doesn't fly. You have a creature that
flies. Can my creature that doesn't fly block your flying creature? And they go, no.
No, it cannot. And so that's another thing about flying is that
it's flavorful to the point of, like,
one of the things you look for in names
is that when your flavor can define your mechanic
in a way that the player knows what it does
and that can figure out what it does,
that's super powerful.
That it's much, much easier to teach something
that is already intuitively known, if you will.
So flying is one of the absolute easiest things to teach people. And it's one of the reasons
like whenever we've made beginner games, whenever we did Portal
or Starter or all the things, we did a lot of things where we, or even the
Arc system, a lot of things where we did a simpler version of Magic,
we often would remove most keywords, but we never removed flying.
Flying was so easy and so important that every version always had flying.
Flying was just a thing we did because of how important it was for the gameplay
and how easy it is to understand.
But anyway, for all those reasons, that is why that was number one.
So let's just read this one more time before we wrap up for today.
20 was hexproof, 19 First Strike. 18 Defender.
17 Reach.
16 Mill.
15 Indestructible.
14 Fight.
13 Equip.
12 Crew.
11 Double Strike.
10 Trample.
9 Lifelink.
8 Ward.
7 Death Touch.
6 Vigilance.
5 Flash.
4 Scryer Surveil.
3 Menace.
2 Haste.
And 1 Flying.
Those are, in my order, at least as of today, my ranking on the top 20 evergreen mechanics.
So I hope this two-part series was interesting to you.
Maybe if you guys like this, I'll, I mean, I've done some top, usually I do top 10, not top 20.
But maybe I'll do some more top something lists in the future.
Anyway, guys, I'm now at work, so we all know what that means.
It means the end of my drive to work.
Instead of talking to magic, it's time for me to be making magic.
I'll see you guys next time.
Bye-bye.